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<blockquote data-quote="Delandel" data-source="post: 6417747" data-attributes="member: 81364"><p>I played a ton of 3.5 and ran (but never played) 4e for about a year, so 4e I'm no guru. Based on that:</p><p></p><p>Likes:</p><p></p><p>1) Attack bonus and AC increase steadily, instead of getting boosted super high, aka "bounded accuracy." This keeps monsters threatening even after the adventurers surpass them in level, whereas in 3.5 an adventurer's AC could quickly make a low level monster's attacks irrelevant.</p><p></p><p>2) Combat is quick and lethal, perhaps even moreso than 3.5? Regardless, it's a breath of fresh air compared to 4e, where the thrill of battle quickly devolves into a yawnfest as the fight drags on and on..</p><p></p><p>3) They got rid of the "immune to sneak attack" BS from 3.5 . Ugh, that crap was so lame.</p><p></p><p>4) I love the new Concentration mechanic keeping spellcasters in check.</p><p></p><p>5) Multiclassing is now not always the most optimal way of leveling your character, going straight base class to 20 is always great. That's how multiclassing SHOULD be -- you get something, you lose something -- instead of 3.5 where it was ALWAYS best to dip into a billion different classes.</p><p></p><p>6) Character building is a lot simpler. Way simpler. I love the proficiency system. Add you proficiency bonus to what you're good at, aaaand done. I hated the ugly BAB charts and spending skill points. This is so much more streamlined.</p><p></p><p>7) Weapon Finesse is baseline! About damn time! A bunch of other required feat taxes are now incorporated into your character, which is great, because taking those feats never felt good.</p><p></p><p>8) I love that all spellcasters get to swap out a spell each level.</p><p></p><p>9) Unlimited cantrips! No more wizard pewpewing for a bit and then busting out a crossbow like some filthy pleb.</p><p></p><p>10) Streamlined mechanics. Grappling is no longer touch attack (which is removed entirely, no more 3 types of AC, thanks!), then Strength check, then a billion other rules. I love it.</p><p></p><p>11) ADVANTAGE AND DISADVANTAGE SYSTEM! WOO! Best part of 5e.</p><p></p><p></p><p></p><p>Dislike:</p><p></p><p>1) I feel like they could've done a better job at balancing classes, especially at low levels, I mean that's where they focused most of their R&D right? Why is it that we have person on the forum that whips up, in like an hour, the math to really prove that Moon Druids are OP at low levels? How did they not figure that out themselves? Did they not even playtest Moon Druid or read their own class?</p><p></p><p>Another point on class balance. I feel like spellcasters are weaker than they need to be at low levels, like ~1-5ish. Lower defense and offense than melee. Which sucks because those are the most played levels by a long shot. I don't care if spellcasters actually become gods at level 16+, if that's even the case, because I've never played at those levels and likely never will. That's not a consolation prize to playing second fiddle to melee at the low levels. </p><p></p><p>2) Drizz't is the poster boy for the Elven race.</p><p></p><p>3) I would've preferred if they left out Variant Human.</p><p></p><p>4) Would've been nice if Dragonborn's breath attack kept up with Burning Hands.</p><p></p><p>5) I don't like that Hide/Stealth was left purposely ambiguous. A lot of a rogue's balancing power is derived from hiding in combat, so I wish the rules there were more streamlined.</p><p></p><p>6) Arcane Tricksters can't sneak attack with spells -- umm what?</p><p></p><p>7) I dislike how much better Draconic Heritage is compared to Wild Magic for sorcerers. Wild Magic is entirely dependent on your DM being super generous wild surge rolls or else it does pretty much nothing, and that's the only thing Wild Magic has got going for it.</p><p></p><p></p><p>Guess all my dislikes are about class balance. Hmm.</p></blockquote><p></p>
[QUOTE="Delandel, post: 6417747, member: 81364"] I played a ton of 3.5 and ran (but never played) 4e for about a year, so 4e I'm no guru. Based on that: Likes: 1) Attack bonus and AC increase steadily, instead of getting boosted super high, aka "bounded accuracy." This keeps monsters threatening even after the adventurers surpass them in level, whereas in 3.5 an adventurer's AC could quickly make a low level monster's attacks irrelevant. 2) Combat is quick and lethal, perhaps even moreso than 3.5? Regardless, it's a breath of fresh air compared to 4e, where the thrill of battle quickly devolves into a yawnfest as the fight drags on and on.. 3) They got rid of the "immune to sneak attack" BS from 3.5 . Ugh, that crap was so lame. 4) I love the new Concentration mechanic keeping spellcasters in check. 5) Multiclassing is now not always the most optimal way of leveling your character, going straight base class to 20 is always great. That's how multiclassing SHOULD be -- you get something, you lose something -- instead of 3.5 where it was ALWAYS best to dip into a billion different classes. 6) Character building is a lot simpler. Way simpler. I love the proficiency system. Add you proficiency bonus to what you're good at, aaaand done. I hated the ugly BAB charts and spending skill points. This is so much more streamlined. 7) Weapon Finesse is baseline! About damn time! A bunch of other required feat taxes are now incorporated into your character, which is great, because taking those feats never felt good. 8) I love that all spellcasters get to swap out a spell each level. 9) Unlimited cantrips! No more wizard pewpewing for a bit and then busting out a crossbow like some filthy pleb. 10) Streamlined mechanics. Grappling is no longer touch attack (which is removed entirely, no more 3 types of AC, thanks!), then Strength check, then a billion other rules. I love it. 11) ADVANTAGE AND DISADVANTAGE SYSTEM! WOO! Best part of 5e. Dislike: 1) I feel like they could've done a better job at balancing classes, especially at low levels, I mean that's where they focused most of their R&D right? Why is it that we have person on the forum that whips up, in like an hour, the math to really prove that Moon Druids are OP at low levels? How did they not figure that out themselves? Did they not even playtest Moon Druid or read their own class? Another point on class balance. I feel like spellcasters are weaker than they need to be at low levels, like ~1-5ish. Lower defense and offense than melee. Which sucks because those are the most played levels by a long shot. I don't care if spellcasters actually become gods at level 16+, if that's even the case, because I've never played at those levels and likely never will. That's not a consolation prize to playing second fiddle to melee at the low levels. 2) Drizz't is the poster boy for the Elven race. 3) I would've preferred if they left out Variant Human. 4) Would've been nice if Dragonborn's breath attack kept up with Burning Hands. 5) I don't like that Hide/Stealth was left purposely ambiguous. A lot of a rogue's balancing power is derived from hiding in combat, so I wish the rules there were more streamlined. 6) Arcane Tricksters can't sneak attack with spells -- umm what? 7) I dislike how much better Draconic Heritage is compared to Wild Magic for sorcerers. Wild Magic is entirely dependent on your DM being super generous wild surge rolls or else it does pretty much nothing, and that's the only thing Wild Magic has got going for it. Guess all my dislikes are about class balance. Hmm. [/QUOTE]
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